Collapse/Burn Out/Knockdown - An attack may have one of these 3 effects. Collapse = fall to the ground similar to dying, can continuously combo with another attack with this effect, can be done in almost any state except juggle. Burn Out = causes the enemy to crumple to the ground while on fire, next hit causes a juggle. Knockdown = enemy is swept off of their feet instantly falling straight down.

Charge 1 and Charge 6 depend on the Emblem

Charge 3 gets longer with Combo upgrades. Can end Charge 3 prematurely if you don't continue to press Charge Attack.

Siege Damage

This section is for the number of attacks will land on structures and juggernauts when used on them.

Musou

A rotating series of kicks. Ends with a front flip using both Maces to knock the enemy away.

True Musou

Juggle

Ends with a kick upward creating a large tornado infront.

Note: True Musou will deal fire damage in addition to having the same animation as the normal Musou, the finisher however is different.

Musou Length

Musou Stat

170-???

???-???

???-???

???-???

???-???

???-???

Number of Hits

??/??

??/??

??/??

??/??

??/??

??/??

This table lists the musou stat and how much musou is needed to increase the number of hits in your musou. (Assuming you use the full bar when you musou.) Do note that the musou stat values here may not necessarily be the lowest threshold needed on the musou stat to increase the number of musou hits. It's just a guaranteed stat that has been tested.

What do these values mean? They determine how much damage you do per swing. Refer to the Battle Mechanics page for more details.

The N in the values represents each hit in multi-hit attacks such as jump charges, C3s, and Musous. The final number is the finisher of the combo.

E8 always causes the enemy to be juggled often causing the E9 hit to do 50% damage. The value that is written in the table is the estimated value that E9 would cause if the enemy was not being juggled

Temper Builds

Capture/Showdown/Destroy

Build

Tempers

Mods

Emblem 1

Emblem 6

Capture

Showdown

Destroy

Suggested Element

Description

43320

25

1 in Max Temper, 1 in Attack Upgrade, 1 in Damage Upgrade

Thrust

Any

O

O

O

Fire or Wind

Standard Capture build.

Defeat

Build

Tempers

Mods

Emblem 1

Emblem 6

Suggested Element

Description

30000

6

5 in Base Speed

Crescent or Moon

Any

None

4 open slots for random speed boosts with more than enough Attack to one shot a group of troops. Use a Time/Eternity Scroll for longer speed boost.

Confront/Survival Match

Build

Tempers

Mods

Emblem 1

Emblem 6

Confront

Survival Match

Suggested Element

Description

40332

25

2 in Attack Upgrade, 1 in Max Temper

Thrust

Any

O

Fire or Wind

Standard Confront build.

50320

24

2 in Attack Upgrade

Thrust

Crescent or Eclipse

O

Any but vorpal

Highly offensive and versatile build, sacrificing surviveability, but still capable of surviving any single musou spammer. Dependent on elements.

50320

24

2 in Attack Upgrade

Moon

Fan

O

Lightning or Wind

1/2 hit KO type of build, with weaker but harder to interrupt C1.

40420

23

1 in Attack Upgrade and 1 in Defense Upgrade.

Thrust

Moon, Fan or Eclipse

O

Any but Vorpal

Snipe with Thrust. JC to evade attacks.

00540

25

Your choice + 1 in Max Temper

Any

Any

O

O

Vorpal

Vorpal Tank build.

Note: Builds listed here are the number of stars you should put in each stat. The order goes: Attack, Damage, Defense, Life, Musou. So a build of "43320" means to put: 4 stars in attack, 3 stars in damage, 3 stars in Defense, 2 stars in Life, and 0 stars in Musou.